High hill: Difference between revisions

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  |difficulty = [[File:Hard.png|35px]]
  |difficulty = [[File:Hard.png|35px]]
  |stars      = 4
  |stars      = 4
|copytype  = ?
  |downloads  = 25.8M+
  |downloads  = 25.8M+
  |likes      = 1.5M+
  |likes      = 1.5M+
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  |artist    = DJVI
  |artist    = DJVI
  |music      = Can't Let Go
  |music      = Can't Let Go
|previous  = [[square adventure]]
|next      = [[stereo madness v2]]<br>(Remix Pack 1)
}}
}}
'''High hill''' is a 1.4 Hard level created by Hakchuko789. It is the final level in the Normal Pack and features a mix of cube and ship gameplay with a focus on climbing and descending structures.
'''High hill''' is a 1.4 Hard level by Hakchuko789. It is the third and final level of the [[Map Packs|Normal Pack]].


==Description==
==Description==
High hill features a variety of gameplay segments:
High hill features a variety of gameplay segments, particularly ascending and descending structures:
*A cube sequence with a long staircase and occasional orb jumps takes place from 0% to 31%.
*A cube sequence with a long staircase and occasional orb jumps takes place from 0% to 31%.
*A cube sequence with increased jumps and orb inputs, set against a black background, spans 31% to 64%.
*A cube sequence with increased jumps and orb inputs, set against a black background, spans 31% to 64%.
Line 25: Line 28:
==Gameplay==
==Gameplay==
{{VC|-EuKZnXYXnE}}
{{VC|-EuKZnXYXnE}}
== Gallery ==
<gallery mode="packed">
High hill menu.png|Level selection
</gallery>
[[Category:Map Pack levels]]
[[Category:Map Pack levels]]

Revision as of 21:19, 20 September 2025

High hill
ID

150906

Creator(s)

Hakchuko789

Created
Attributes
Difficulty

Length

1m 11s

Objects

1,873

Copy type

?

Statistics
Downloads

25.8M+

Likes

1.5M+

Rating

Featured

Audio info
Artist(s)

DJVI

Music

Can't Let Go

Level sequence
Next

stereo madness v2
(Remix Pack 1)

High hill is a 1.4 Hard level by Hakchuko789. It is the third and final level of the Normal Pack.

Description

High hill features a variety of gameplay segments, particularly ascending and descending structures:

  • A cube sequence with a long staircase and occasional orb jumps takes place from 0% to 31%.
  • A cube sequence with increased jumps and orb inputs, set against a black background, spans 31% to 64%.
  • A ship sequence with floating obstacles and corridor navigation occurs from 64% to 80%.
  • A final upside-down cube sequence with half-block platforms and a descending staircase concludes the level from 80% to 100%.

Gameplay